Amit Ramanuj
Senior Game Designer @ Kabam
About
My love for immersive game experiences predates my coding abilities. From childhood adventures in virtual worlds to earning a Master's in Games Programming, passion has fueled my journey. For over a decade, I've collaborated with industry leaders across the globe, honing my skills as a Senior Designer, Product Owner, Programmer, and Team Lead. I've brought diverse projects to life across various platforms, engines, and genres, even self-publishing indie mobile titles for a well-rounded perspective. I've secured high-profile projects by captivating clients with my innovative game concepts. I once built an intricate spreadsheet to create 3,000 meticulously designed stages. I have delved deep into player data to craft truly addictive experiences. I make my own prototypes. I've also engineered powerful design tools, eradicated countless bugs, and optimized code to perfection. My career has been marked by continuous learning and leadership. From early programming roles to leading cross-functional teams, my journey has been defined by building strong foundations, acquiring new skills, and mentoring others. I'm proud of the talented teams I've collaborated with to build truly engaging experiences. Every team member I've mentored has developed a passion for game development. Outside of building virtual worlds, you'll find me exploring those of others - battling through an epic FPS or traversing a sprawling RPG. I constantly seek new experiences to broaden my perspective as a designer. I'm also captivated by the night sky, often setting up my telescope for stargazing. And when I crave a different kind of creation, you might catch me in the kitchen, experimenting with new recipes to share with loved ones.
Canada
Vancouver
Computer Games
Project Planning, Communications Management, Stakeholder Management, Live Ops, Monetization, Mobile Game Development, Product Launch, Product Development, Product Launch Planning, Analytics, Adaptive Planning, Experience Design, User-centered Design, Agile Project Management, Agile Methodologies, Product Management, Video Game Production, Product Design, Artificial Intelligence (AI), Project Management
Experience

Senior Product Owner
Vancouver, British Columbia, Canada
Building mobile RPG Games with AI ✨ Companions 🤖 Latest Release: HellRush (iOS, Android) Product Ownership: Led the development of Hell Rush from concept to launch, overseeing game design, development, and live operations. - Collaborated with engineering, marketing, and design teams to ensure successful soft launch. - Conducted user research sessions, gathering qualitative insights to drive product enhancements and boost user engagement. Data-Driven Optimization: Established a data-driven culture, implementing A/B testing and analytics to inform product decisions. - Continuously improved D1 retention from 20% to 35%, D3 from 5% to 17% through rigorous experimentation and iterations. - Improved Avg playtime from 7 mins to 40 mins through regular content release. - Doubled shop visits and monetization via data-driven enhancements like targeted tutorials and cross-feature linking. Product Strategy & Monetization: Developed product roadmap focused on retention, engagement, and revenue growth. - Implemented in-game economy & shop for monetization. - Analytics & Reporting: Established a comprehensive game analytics system. - Led the integration and setup of Game Analytics, and Firebase Analytics. - Created an intuitive dashboard for data visualization.

Product Owner
Vancouver, British Columbia, Canada
The Walking Dead: Road to Survival Feature Owner: Designed and developed core game modes & engagement features. - Increased 3x PvE content via new modes & meta-features. - Improved player activation through FTUE and progression systems - Designed intuitive, responsive, and consistent UI/UX Data-Driven Level Design: Built tools leveraging player data for level creation. - Streamlined data pipelines to create 3000+ PvE stages. - Maintained challenge & engagement through data-informed content. - Ensured balanced difficulty via funnel monitoring. Release Plan & Execution: Planned and executed 10+ successful public beta tests & feature updates. - Cross-team collaboration on timelines. - Live release monitoring & issue resolution.

Senior Product Designer
Pune, Maharashtra, India
Galactic Racers (Xbox One) – Oversaw the design and development of an arcade kart racing with split screen multiplayer. - Led and mentored a team of designers, developers, and artists to bring the game to life. - Directed the designers and artists to visualize the design scope including characters, environments, and vehicles. - Designed and directed the implementation of multiple race modes. - Overhauled an existing racing engine to improve level design tools. - Planned and coordinated the successful implementation of split-screen multiplayer feature. - Designed and developed editor tools to speed up the level tweaking and balancing process. GCL: Cricket Challenge – Oversaw the design and development of a passive multiplayer mobile cricket game. - Successfully released in January 2018, 500,000+ installs and 4+ rating. - Designed a unique bowling trajectory input system – a first in cricket games. - Introduced new casual game modes increasing engagement and user retention. - Created live events with leaderboards, increasing user engagement and revenue. - Owned feature designs from conception to completion - Lead and mentored a team of game designers who oversee the design of new projects. Ultras The Game – A 1 vs 1 real-time multiplayer strategy game about the most loyal and extreme fans of football clubs around the world. - Oversaw the design and development of Ultras. Successfully released in May 2019. - Studied and the Ultras and Hooligans culture and designed the game for a very specific target audience: The Ultras. - Designed cheer and battle game modes that are well received among the players. - Planned and executed a year long live ops with periodic releases of new content and game modes. - Actively designing and introducing new gameplay items as part of live ops. - Organizing new events & tournaments to keep the userbase retained and engaged.

Lead Game Designer
Pune, Maharashtra, India
Led and mentored the design team and oversaw the design and development of Masala Express, Tap Tap Millionaire, Captain Solo, and Krishna Run Masala Express: a fast paced casual cooking game. - Successfully released in January 2017. 7,500,000+ installs and 4.5-star rating. - Designed and developed rewarded video ad driven monetization model. - Formalized new level design and difficulty balancing system. - Designed 5 kitchens and 180 levels for initial release and future content updates. - Introduced Flurry analytics and established the practice of data driven decision making. - Researched and identified trending genres in Indian mobile game industry for future projects.

Project Manager
Ahmedabad, Gujarat, India
• Taking the game from concept to release. • Leading the artists and programmers in understanding and implementing the game design. • Collaborating with producers and technical leads in shaping up the game design within given requirements. • Analysing and understanding market trends and target audience to design the gameplay accordingly.

Game Designer And Project Coordinator
Boxin Games Pvt. Ltd.
Ahmedabad, Gujarat, India
Worked on a multi platform, multi player card game. Took the game from concept to the complete game design document. My responsibilities include documenting the whole design as a GDD, setting up and testing rules, specifying scoring system as well as leaderboards, and overlooking the quality of graphics and themes. I also monitor the project development along with assisting the artists and programmers in understanding and implementing the game design. I also study and research the market trends and target audience and provide my insights.

Game Designer
Ahmedabad, Gujarat, India
- Worked closely with project managers, clients, and team leads to develop the game concept. - Turning the concept into a complete game design including mechanics, level designs, UI design and flow, point system, and many other specifics. - Collaborated and assisted the artists and programmers to implement the approved game design and building up the final product. - Continuously tweaking and balancing gameplay and other core systems of the project. - Participated in taking critical decisions about game engine development, gameplay programming, Art and design aspects, and general game development specific concerns. - Initiated the development of new design prototypes and improvement of programming practices.

Game Programmer
Iguana Entertainment Ltd.
Middlesbrough, UK
I worked as a game programmer and I was assigned to 6 projects to tweak, fix, and improve during my one year employment. I was assigned to at least two projects to work on throughout. I worked under the guidance of COO, producer, and other senior programmers. This was my first job in video games industry and I learned and improved my programming skills and game development practices. My understanding and knowledge of video game industry had been greatly increased as well.
Education
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